Who says that gaming subscription services are the new business model that the gaming market needs?
Services like Spotify also caused record and music shops to go by the wayside though, which resulted in real job displacement. Another user ITT brought it up, can't remember who it was though.
It depends on the definition of "services", here. Steam is technically a "service"; it's a digital storefront providing digital content to the end user. The only major difference between it and GamePass is the money pipeline. With Steam, the platform holder isn't creating a lot of software of their own, and aren't paying devs & pubs to put their content on the platform. The customer pays for each game, rather than a flat subscription rate providing all available games to them in the duration of that subscription, and that money then goes to the publisher of that game minus a 30% cut from Valve.
GamePass is, essentially, a "storefront", except the only thing the customer buys is a subscription to access the storefront whatsoever. That purchased subscription goes 100% to the platform holder who owns that "storefront", who in turn at the very least pays publishers and developers to put their content on the service. The platform holder may also make content of their own for the service.
As long as a A/AA developer can find a publisher or secure funding, there's very little a service like GamePass can offer them that another service like Steam cannot offer them. The big difference is in terms of potential funding or funding reimbursement: with Steam, funding comes either the traditional means (bank loans, publisher funds) or through crowdfunding. Those costs have to be made up through direct sales to the customer. With something like GamePass, the funding either comes from those same means, or from a platform holder like Microsoft paying the cost of development directly. If the funding is still via traditional methods, then MS paying for the game on their service can cover some or all of those costs.
But here's the kicker: even if the money ends up right for either method, one still brings more dependency than the other. With Steam you have a much larger storefront and a much larger service, reaching a wider audience. With GamePass, your total audience reach is going to be a lot smaller (at least for the time being). And the main method for GP growth is going to be much more stressful on MS as a platform holder than Steam growth has been/will be for Valve, since in GP's case it's mainly 1P games that will drive that growth.
Which actually could present a hamper for 3P A/AA games and a few indie devs came out not too long ago voicing their concerns on this.
Well they did launch successfully, but in the case of Halo (and somewhat, tho not as much, FH5) since that's a live-service game, the question is how well does it maintain an active playerbase. And the answer is, it's
really struggling to do that in a way comparable to the other big live-service shooters on the market. So launch success for Halo Infinite doesn't mean that much if outside of that, the game's been losing significant momentum.
This doesn't make sense; wouldn't that be $1.025 billion?
I understand. That being said, there ARE other sources out there which provide tracked, accurate numbers for other parts of the industry, and platform holders like Sony & Nintendo do in fact provide hard numbers for aspects of their businesses including game services revenues.
That's where the corroboration comes in: we can take those figures, line them up, see what the relationship between them are, and use that to try filling in missing pieces such as GamePass's own revenue totals. Which, yes, we can't 100% arrive at accurately, but I think we're in a good enough ballpark. If everything in even that article (let alone other industry-wide data tracking sites or even numbers from platform holders directly) were off by
wide margins, a lot of people would be out of jobs, credibility, and likely facing criminal charges